Scavenger:

Scavengers are the misfits, outcasts, and mongrel wanderers of the wastes. They move alone, exploring the ruins, deserts, and wilderness in search of the next "mother-lode" of lost relics or discarded junk. Scavengers are focused on avoiding trouble rather than starting it. Thieves of various sorts, from burglars to cattle rustlers, are often scavengers. Other scavengers put their skills to use as traders, for they know well the value of every little item, where it will be a valuable commodity, and what price they can fetch.

Scavengers At-a-Glance:

Hit Points: 3 hit points per class level (×2 for starting characters).
Combat Ability: Poor Attack, good Defense.
Saving Throws: Good Reflex, poor Fortitude and Will.
Skills: 6 skill points per class level (×2 for starting characters), good selection.
Weapons and Armour: Simple Weapons plus three additional proficiencies.
Class Talents: Scavenger talents at 1st, 3rd, 6th, and 9th levels.
Talent Trees: Defensive, Fast-Talk, Sneaky Combat, Swift.
Special Abilities: Scav Scan (at 1st), Trapfinding (at 1st), Stockpile (at 2nd, 5th, and 8th), Illicit Barter (at 2nd), Lucky Scav (at 4th, 7th, and 10th), Con Job (at 4th), Trap Sense (at 5th), Attribute Increase (at 5th and 10th), Light-Fingered (at 6th), Shadow in the Open (at 8th), Improved Abilities (at 10th).


Class Features:

Scavenger

Hit Points: Scavengers gain 3 hit points per class level. Starting scavengers gain double hit points (6 hp), plus the standard base for their genotype and Constitution.

Combat Ability: Scavengers have a poor attack progression and a good defense progression.

Saving Throws: Scavengers have good Reflex saves but poor Fortitude and Will saves.

Skills: Scavengers have a good skill selection that leans towards skullduggery and technical proficiency. At each class level, scavengers gain 6 + Int modifier skill points. A starting character gains double skill points (6 + 2 × Int modifier).

The scavenger's class skills are: Acrobatics, Awareness, Bluff, Craft (Electronic, Mechanical), Diplomacy, Disable Device, Investigate, Knowledge (Home Region), Linguistics, Operate Computer, Operate Vehicle, Perform, Profession, Repair, Sense Motive, Sleight of Hand, Sneak, Streetwise, and Use Technology.

The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.

Weapons and Armour: Scavengers start with the following weapon and armour proficiencies (or general talents):

Some proficiencies (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.

Talent Trees:

Scavenger Talents: At character creation and again at 3rd, 6th, and 9th levels, the scavenger selects a new class talent. These are selected from the Defensive, Fast-Talk, Sneaky Combat, and Swift talent trees. The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.

Defensive Talent Tree: You gain the ability to improve your innate defensive talents:

Fast-Talk Talent Tree: You have an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm:

Sneaky Combat Talent Tree: You are a dirty fighter, relying on feints and sneak attacks:

Swift Talent Tree: You are renowned for your speed and finesse:

Special Abilities:

Scav Scan: This ability, gained at 1st level, represents the scavenger's skill at searching or scanning an area for valuable artifacts or concealed passages leading to treasure troves of the Ancients. This ability can be used in two ways, either as a quick scan to find the most valuable artifact, or as a detailed scan, making sure nothing is missed:

Also, with a successful Investigate check (DC 15), the scavenger can quickly identify the most valuable items in a given area. The scavenger gets a +2 competence bonus to all Investigate checks related to this class ability. These bonuses increases to +4 at 10th level.

Trapfinding: Scavengers (and only scavengers) can use the Investigate skill to locate traps when the task has a DC higher than 20. In addition, scavengers (and only scavengers) can use the Disable Device skill to disarm high-tech traps without taking a tech level penalty. A scavenger who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Stockpile: A scavenger makes his living off of what he can scrounge up, and by 2nd level, he has collected quite a stockpile of random swag. Whenever a scavenger needs a piece of salvage, he can make a stockpile check with a bonus equal to his scavenger level to see if he has found something like this in the past and added it to his collection. The GM will determine the Difficulty Class and the scavenger may not take 10 or take 20 on this check.

Most items in the stockpile are classified by general type: for instance, if a scavenger checks his stockpile for canned food, he cannot specify what type of food. If a specific item is needed for a given purpose, like a particular type of ammo for a pistol, the DC for the stockpile check will be much higher.

The scavenger is assumed to always have access to his stockpile, just don't ask where he keeps the items. At 2nd level, this ability can be used 1/session. At 5th level, the scavenger may use this ability 2/session, and 3/session at 8th level.

Illicit Barter: Scavengers are shrewd opportunists, willing to turn a profit on even the most dangerous and unethical swag. Beginning at 2nd level, a scavenger gains a +2 competence bonus on any Bluff or Diplomacy checks made to buy or sell illicit or illegal goods. This bonus increases to +4 at 10th level.

Lucky Scav: At 4th level, a scavenger gains a knack for avoiding misfortune. This ability works just like a "free" Karma Point, usable 1/session. At 7th level, the scavenger may use this ability 3/session, and 5/session at 10th level.

Con Job: Also at 4th level, a scavenger gains a +2 competence bonus on any Bluff checks made which involve lies or deception. This bonus increases to +4 at 10th level.

Trap Sense: At 5th level, a scavenger gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to Defense against attacks made by traps. These bonuses increase to +4 at 7th level.

Attribute Increase: At 5th level and again at 10th level, the scavenger increases his Dexterity score by 1 point. These attribute increases stack with the benefits provided by the Increased Dexterity talent.

Light-Fingered: At 6th level, a scavenger receives a +2 competence bonus to any Sleight of Hand checks made relating to theft. This bonus increases to +4 at 10th level.

Shadow in the Open: At 8th level, while in any area with shadows, the scavenger gains the ability to literally blend in with his surroundings, allowing him to hide even in plain sight (providing he does not move). In addition, the scavenger gains a +2 bonus to all Sneak checks. This bonus increases to +4 at 10th level.

Improved Abilities: As mentioned in the special ability descriptions above, a scavenger's skill bonuses for Scav Scan, Illicit Barter, Con Job, Light-Fingered, and Shadow in the Open increase at 10th level.


Scavenger Progression:

Level Att Def Fort Ref Will Special Abilities
1 +0 +1 +0 +2 +0   Scavenger Talent, Scav Scan, Trapfinding
2 +1 +2 +0 +3 +0   Stockpile (1/Session), Illicit Barter
3 +1 +2 +1 +3 +1   Scavenger Talent
4 +2 +3 +1 +4 +1   Lucky Scav (1/Session), Con Job
5 +2 +4 +1 +4 +1   Stockpile (2/Session), Trap Sense, Attribute Increase (+1 Dex)
6 +3 +4 +2 +5 +2   Scavenger Talent, Light-Fingered
7 +3 +5 +2 +5 +2   Lucky Scav (2/Session), Improved Trap Sense
8 +4 +6 +2 +6 +2   Stockpile (3/Session), Shadow in the Open
9 +4 +6 +3 +6 +3   Scavenger Talent
10 +5 +7 +3 +7 +3   Lucky Scav (3/Session), Improved Abilities, Attribute Increase (+1 Dex)

Scavengers gain 3 hit points and 6 skill points per class level (×2 for starting characters).


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